Demigryph Knights

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Demigryph Knights
Wh main emp demigryph knights.png
Shock cavalry.png
Overview
FactionEmpire
CategoryShock Cavalry
Unit size24
Recruitment
Icon treasury.png Cost (MP): 1500 (1450)
Icon hourglass.png Turns: 3
Icon income.png Upkeep: 375
Buildings required:
Armoury
Statistics
Icon stat health.png Health: 210
Icon stat morale.png Leadership: 70
Icon stat speed.png Speed: 75
Icon stat attack.png Melee attack: 38
Icon stat defence.png Melee defence: 36
Icon stat charge bonus.png Charge Bonus: 60
Weapons
Melee
Icon stat damage.png Weapon Damage: 19
Modifier icon armour piercing.png Armour-Piercing Damage: 39
Icon stat speed.png Melee Interval: 4.7 s
Icon stat range.png Range: 1
Protection
Icon stat armour.png
Armor:
90.58%
Shielded units will block the following percentage of missile damage from the front Shield: 30%
Attributes
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Demigryph Knights is a Empire shock cavalry unit in Total War: Warhammer. More stalwart and powerful than even the riders atop them, demigryphs deliver a monstrous charge into enemy battle lines.

Description[edit | edit source]

Whilst many of the monstrous creatures ridden by the heroes of the Empire have been raised from birth, such is not always the case with demigryphs. Amongst some Knightly Orders, an aspiring Knight's final trial is to capture a demigryph and break it up to his will. Unsurprisingly, many fail and are torn to bloody ribbons. As a result, there are relatively few Demigryph Knights in the Empire and even the Knights Griffon, who count fully two dozen of these majestic beasts amongst their number, still rely primarily on more conventional steeds. However, those few small Orders, such as the Knights of Taal's Fury and the Knights of the Vengeful Sun, whose entire brotherhoods can take to war upon these monstrous beasts, have a roll of victory honours surpassed only by the most ancient of Knightly Orders. Demigryph Knights do not tend to overwhelm their prey in great sweeping charges. Instead they are more likely to engage the enemy in protracted assaults where the strength and endurance of their fearsome mounts becomes decisive. Demigryphs are well suited to the savage and bloody nature of such fighting, with their claws and razor sharp beaks cutting a bloody swathe through their foes. In such close confines, a Knight's traditional lance loses much of its effectiveness, and many Demigryph Knights have thusly adapted their fighting style to wield heavy cavalry halberds in battle instead. These weapons strike the perfect balance between reach and power, and are far better suited to the Knight's role on the battlefield.

Abilities[edit | edit source]

  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Strategy[edit | edit source]

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